Tokyo Warfare aims to bring back the essence of arcade saloon games of the late 90s by getting its inspiration in an arcade classic and supercharging it with nowadays technical wonders.

Find yourself arcade battling in real life locations of Japan in a multitone rolling beast. Choose between Japan Defence Force and the invading Red Star forces and engage in battle in fully destroyable anime flavored environments.

Destroy buildings, street furniture and structures while you find your next prey. Disable enemy tank components like cannons, turrets, and traction systems and leave them in the middle of the battlefield ready to get their blow of mercy.

Other than the fact that they generally have holes in them?
Challenger 1 being HE spammed by low caliber autocannons and being set on fire springs to mind.
Merkava having a huge hole in the frontal armor does too.

Let’s not forget the fact that they’re so ridiculous, that tier9-10 MBTs just spam HE at each other for reliable damage, rather than pixel hunting for a tiny weakspot.

As for hit detection, their servers suck, they have a stupid fucking shot delay, and there are desyncs between the client and server.
Which is why you’re able to fire at a fast target at point blank range with a shell that goes 1500m/s, and still need to give it an entire vehicle’s length as lead.

And it’s not just server lag when it’s forced shot delay.
As for what is hit detection or not, here’s a simple run-down : if I click on a target, and give the appropriate lead, but the shell still lands way behind, no matter what the culprit is, it’s a matter of hit detection. You can argue all you want, but you’ll just get in a semantics strawman argument about what is what, when the reality of it is that the server/client interation sucks.

We’ve been through WoT. We’ve been through WT. We’ve been through AW. I doubt this is going to be any worse. I only wish it wasn’t anime themed, at least not this girly fetish crap, but i can deal with it if it’s actually fun.